I was recently wondering how to implement multiple pointlights and I found that deferred shading is the best method for my case. I found explanations on how it is suppost to work and what the pros and cons are, but I can't seem to find a good tutorial on how to implement this in directx 11. Do you have any links or stuff on this? Some code maybe?

The Hieroglyph 3 codebase has a deferred rendering sample, as well as a light pre-pass if you are interested. The full description of how it works is available in our book (linked in my signature) but the code is freely downloadable and usable without purchasing anything.

The samples in the Hieroglyph 3 repository are probably the simplest and easiest to understand, since I wrote those specifically for people who hadn't ever worked with deferred rendering. Intel also has a sample demonstrating a variety of deferred rendering techniques, but the techniques presented are quite advanced so you probably won't want to look at that sample until you've at least learned the basics. I also wrote a sample for the purpose of comparing two advanced deferred rendering techniques, which is also something you'll probably want to save for later.